Answered Zombies PAP Camo???

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Guilherme_INFR

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So... all the times i get an Upgraded weapon from my Menu or Pack a punch the weapon in the Menu, i get the weapon without PAP camo, why? I searched for the pap camo code but it's not in any local :O
 

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So... all the times i get an Upgraded weapon from my Menu or Pack a punch the weapon in the Menu, i get the weapon without PAP camo, why? I searched for the pap camo code but it's not in any local :openmouth:
Try to download again all files of your bo2 steam game and install again the redacted(a copy file problem)
 

Guilherme_INFR

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How can be a problem with my bo2 files? When i pack a punch using the Real pap machine i get the camo, but with the menu, no :tonguewink:
 
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BullyWiiPlaza

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When i pack a punch using the Real pap machine i get the camo, but with the menu, no :tonguewink:
Code:
packAPunch()
{
    weap = maps\mp\zombies\_zm_weapons::get_base_name(self getCurrentWeapon());
    weapon = get_upgraded(weap);
    papGun = "zombie_knuckle_crack";
    if(isDefined(weapon))
    {
        self TakeWeapon(weap);
        self GiveWeapon(papGun);
        self SwitchToWeapon(papGun);
        wait 2;
        self playSound("zmb_perks_packa_ready");
        wait 1;
        self TakeWeapon(papGun);
        self GiveWeapon(weapon, 0, self maps\mp\zombies\_zm_weapons::get_pack_a_punch_weapon_options(weapon));
        self GiveStartAmmo(weapon);
        self SwitchToWeapon(weapon);
    }
}
 

Guilherme_INFR

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Don't worked :O, this is the code i'm using
Code:
packAPunch()
{
    weap = maps\mp\zombies\_zm_weapons::get_base_name(self getCurrentWeapon());
    weapon = get_upgraded(weap);
    papGun = "zombie_knuckle_crack";
    if(isDefined(weapon))
    {
        self TakeWeapon(weap);
        self GiveWeapon(papGun);
        self SwitchToWeapon(papGun);
        wait 2;
        self playSound("zmb_perks_packa_ready");
        wait 1;
        self TakeWeapon(papGun);
        self GiveWeapon(weapon, 0, self maps\mp\zombies\_zm_weapons::get_pack_a_punch_weapon_options(weapon));
        self GiveStartAmmo(weapon);
        self SwitchToWeapon(weapon);
    }
}
get_upgraded( weaponname )
{
    if( IsDefined(level.zombie_weapons[weaponname]) && IsDefined(level.zombie_weapons[weaponname].upgrade_name) )
    {
        return maps\mp\zombies\_zm_weapons::get_upgrade_weapon( weaponname, false );
    }
    else
    {
        return maps\mp\zombies\_zm_weapons::get_upgrade_weapon( weaponname, true );
    }
}
 

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Code:
PackCurrentWeapon_NzV(get_accessorie)//CabCon added
{
    gun = self getcurrentweapon();
    weapon = gun;
    if (self can_upgrade_weapon(weapon))
    {
        if (isDefined(get_accessorie) && get_accessorie)
        {
            weapon = self maps/mp/zombies/_zm_weapons::get_upgrade_weapon(weapon, 1);
        }
        else
        {
            if (self maps/mp/zombies/_zm_weapons::is_weapon_upgraded(weapon))
                weapon = self maps/mp/zombies/_zm_weapons::get_base_name(weapon);
            else
                weapon = self maps/mp/zombies/_zm_weapons::get_upgrade_weapon(weapon, 0);
        }
        if (isDefined(weapon) && (weapon != "none"))
        {
            self play_sound_on_ent("purchase");
            self takeweapon(gun);
            unacquire_weapon_toggle(gun);
            self disable_player_move_states(1);
            self giveweapon("zombie_knuckle_crack");
            self switchtoweapon("zombie_knuckle_crack");
            self waittill_any("player_downed", "weapon_change_complete");
            self enable_player_move_states();
            self takeweapon("zombie_knuckle_crack");
            self maps/mp/zombies/_zm_weapons::weapon_give(weapon, 1, undefined, 0);
            self iprintln("[^2Pack A Punch^7] Weapon: " + get_weapon_display_name(weapon));
        }
        else
            self iprintln("^1ERROR: ^7Unknow Weapon");
    }
    else
    {
        if (self maps/mp/zombies/_zm_weapons::is_weapon_upgraded(weapon))
            self iprintln("^1ERROR: ^7Current Weapon [" + get_weapon_display_name(weapon) + "] Cant Be Upgraded Again");
        else
            self iprintln("^1ERROR: ^7Current Weapon [" + get_weapon_display_name(weapon) + "] Cant Be Upgraded");
    }
}

By CabCon
 

Guilherme_INFR

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Code:
PackCurrentWeapon_NzV(get_accessorie)//CabCon added
{
    gun = self getcurrentweapon();
    weapon = gun;
    if (self can_upgrade_weapon(weapon))
    {
        if (isDefined(get_accessorie) && get_accessorie)
        {
            weapon = self maps/mp/zombies/_zm_weapons::get_upgrade_weapon(weapon, 1);
        }
        else
        {
            if (self maps/mp/zombies/_zm_weapons::is_weapon_upgraded(weapon))
                weapon = self maps/mp/zombies/_zm_weapons::get_base_name(weapon);
            else
                weapon = self maps/mp/zombies/_zm_weapons::get_upgrade_weapon(weapon, 0);
        }
        if (isDefined(weapon) && (weapon != "none"))
        {
            self play_sound_on_ent("purchase");
            self takeweapon(gun);
            unacquire_weapon_toggle(gun);
            self disable_player_move_states(1);
            self giveweapon("zombie_knuckle_crack");
            self switchtoweapon("zombie_knuckle_crack");
            self waittill_any("player_downed", "weapon_change_complete");
            self enable_player_move_states();
            self takeweapon("zombie_knuckle_crack");
            self maps/mp/zombies/_zm_weapons::weapon_give(weapon, 1, undefined, 0);
            self iprintln("[^2Pack A Punch^7] Weapon: " + get_weapon_display_name(weapon));
        }
        else
            self iprintln("^1ERROR: ^7Unknow Weapon");
    }
    else
    {
        if (self maps/mp/zombies/_zm_weapons::is_weapon_upgraded(weapon))
            self iprintln("^1ERROR: ^7Current Weapon [" + get_weapon_display_name(weapon) + "] Cant Be Upgraded Again");
        else
            self iprintln("^1ERROR: ^7Current Weapon [" + get_weapon_display_name(weapon) + "] Cant Be Upgraded");
    }
}

By CabCon
I already tryed it and got an error.... but i will try again, i will post here if i get any error
 

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I already tryed it and got an error.... but i will try again, i will post here if i get any error
add this at the first lines of your menu :
#include maps/mp/_utility;
#include maps/mp/_visionset_mgr;
#include maps/mp/_music;
#include common_scripts/utility;
#include maps/mp/gametypes_zm/_hud_util;
#include maps/mp/gametypes_zm/_hud_message;
#include maps/mp/gametypes_zm/_gv_actions;
#include maps/mp/zombies/_zm;
#include maps/mp/zombies/_zm_utility;
#include maps/mp/zombies/_zm_weapons;
#include maps/mp/zombies/_zm_audio;
#include maps/mp/animscripts/zm_combat;
#include maps/mp/animscripts/zm_utility;
#include maps/mp/animscripts/utility;
#include maps/mp/animscripts/shared;

to load all you need on zm
(and don't get error)
 

Guilherme_INFR

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3 Scripts Errors:
*Unresolved external : "can_upgrade_weapon" with 1 parameters in maps/mp/_zm_modding.gsc
*unacquire_weapon_toggle with 1 parameters in maps/mp/_zm_modding.gsc
**Unresolved External:
 

Guilherme_INFR

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add this at the first lines of your menu :
#include maps/mp/_utility;
#include maps/mp/_visionset_mgr;
#include maps/mp/_music;
#include common_scripts/utility;
#include maps/mp/gametypes_zm/_hud_util;
#include maps/mp/gametypes_zm/_hud_message;
#include maps/mp/gametypes_zm/_gv_actions;
#include maps/mp/zombies/_zm;
#include maps/mp/zombies/_zm_utility;
#include maps/mp/zombies/_zm_weapons;
#include maps/mp/zombies/_zm_audio;
#include maps/mp/animscripts/zm_combat;
#include maps/mp/animscripts/zm_utility;
#include maps/mp/animscripts/utility;
#include maps/mp/animscripts/shared;

to load all you need on zm
(and don't get error)
Ok i will try :grinning:
 

Guilherme_INFR

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add this at the first lines of your menu :
#include maps/mp/_utility;
#include maps/mp/_visionset_mgr;
#include maps/mp/_music;
#include common_scripts/utility;
#include maps/mp/gametypes_zm/_hud_util;
#include maps/mp/gametypes_zm/_hud_message;
#include maps/mp/gametypes_zm/_gv_actions;
#include maps/mp/zombies/_zm;
#include maps/mp/zombies/_zm_utility;
#include maps/mp/zombies/_zm_weapons;
#include maps/mp/zombies/_zm_audio;
#include maps/mp/animscripts/zm_combat;
#include maps/mp/animscripts/zm_utility;
#include maps/mp/animscripts/utility;
#include maps/mp/animscripts/shared;

to load all you need on zm
(and don't get error)
Worked!! Thanks so much!!! :grinning:
 

CabCon

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Code:
PackCurrentWeapon_NzV(get_accessorie)//CabCon added
{
    gun = self getcurrentweapon();
    weapon = gun;
    if (self can_upgrade_weapon(weapon))
    {
        if (isDefined(get_accessorie) && get_accessorie)
        {
            weapon = self maps/mp/zombies/_zm_weapons::get_upgrade_weapon(weapon, 1);
        }
        else
        {
            if (self maps/mp/zombies/_zm_weapons::is_weapon_upgraded(weapon))
                weapon = self maps/mp/zombies/_zm_weapons::get_base_name(weapon);
            else
                weapon = self maps/mp/zombies/_zm_weapons::get_upgrade_weapon(weapon, 0);
        }
        if (isDefined(weapon) && (weapon != "none"))
        {
            self play_sound_on_ent("purchase");
            self takeweapon(gun);
            unacquire_weapon_toggle(gun);
            self disable_player_move_states(1);
            self giveweapon("zombie_knuckle_crack");
            self switchtoweapon("zombie_knuckle_crack");
            self waittill_any("player_downed", "weapon_change_complete");
            self enable_player_move_states();
            self takeweapon("zombie_knuckle_crack");
            self maps/mp/zombies/_zm_weapons::weapon_give(weapon, 1, undefined, 0);
            self iprintln("[^2Pack A Punch^7] Weapon: " + get_weapon_display_name(weapon));
        }
        else
            self iprintln("^1ERROR: ^7Unknow Weapon");
    }
    else
    {
        if (self maps/mp/zombies/_zm_weapons::is_weapon_upgraded(weapon))
            self iprintln("^1ERROR: ^7Current Weapon [" + get_weapon_display_name(weapon) + "] Cant Be Upgraded Again");
        else
            self iprintln("^1ERROR: ^7Current Weapon [" + get_weapon_display_name(weapon) + "] Cant Be Upgraded");
    }
}

By CabCon
Problem resolved.
Thread : closed
Thank's all :smile:


:y: I know that is maybe very pretentious, but I love this funcion. :smirk:
 
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